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Found 223 results

  1. Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
  2. After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG
  3. Jigsor

    BMR Insurgency

    by Jigsor Fully JIP, MP, Dedicated and Hosted Server compatible. Performance has been a big factor in developing this mission. It should play well on a modest server. What is the difference from this Insurgency compared to traditional Insurgency? The primary difference is that Intel is not dropped when killing certain Insurgents. Rather, it is spawned in random buildings. Small black markers indicate Intel Locations on the map. You can choose hide the markers with lobby parameter. Minimum Required Mods: None (Altis, Stratis Tanoa and Malden versions). Current supported Islands requiring components of Community Upgrade Project - Terrains Complete : Sarahni Takistan Zargabad Fata G.O.S. N'Ziwasogo Fallujah G.O.S. Al Rayak Napf Napf Winter Saint Kapaulio Lingor Dingor Xcam_taunus Clafghan Staszow Anizay Song Bin Tanh Rosche Germany Stand Alone Islands: Kunduz Afghanistan Bornholm Mogadishu Diyala Lythium I recommend trying default lobby parameters first then tweak from there if needed. Please report any problems on this thread. Developed on A3 engine 1.96 Stable Mission Pack Download latest stable version 1.50: updated 12/07/2019 https://www.dropbox.com/s/jfbwfq8wmmhdlkq/BMR Insurgency.zip?dl=0 GitHub: Main Build Altis All other builds' file differences Mission Pack Download Armaholic mirror: http://www.armaholic.com/page.php?id=26372 (this version is out of date until the Devs at Armaholic get new site up or Big returns.). looks like never.. Version Variants: Mods: Situation: Ingame Game Settings: Support: Vehicles: Respawn: Objectives: Features: Known Issues: Credits: Pro Tips: Mission Parameters Overview: Changelog: Guides: I hope you enjoy the missions and as always, I appreciate any feedback. Jigsor
  4. ANZACSAS Steven

    COOP 1-6 Save The Platoon !!

    COOP 1-6 Save The Platoon !! Link - ://steamcommunity.com/sharedfiles/filedetails/?id=1696372535 -See Steam page for Pic- Here is a port of my "Save The Platoon" Mp mission from Arma 2 to Arma 3. This is a Ground Defence/Close Air Support mission.Players have to Save The Platoon from being overrun. Designed to be easily edited and read. If clans/groups would like to edit the mission to use mods etc just add the clan or mod tag in name. - Overview - - U.S troops are in contact with a large force.Unable to extricate themselves,Close and intense Air Support is their only chance for survival. - Factions - - U.S Vs CSAT. - Features - - Dynamic load outs for aircraft. - Custom Weather and Time of day Params at start of mission. - Increase or Decrease your view distance and Terrain Detail During Mission. - Vehicles Respawn. - Assets Available - - A-164 Wipeout. - F/A-181 Blackwasp II. - Intel - - Estimated Enemy Strength is Strong.Approx Battalion strength. - Objective - - Support ground forces in contact and save the platoon!! If you like this mission please hit the rate button with a thumbs up.:) All feedback welcome. Have fun.:) Steve. - Mod Versions - - BWI Mod T-6/PC-6. https://steamcommunity.com/sharedfiles/filedetails/?id=1921404732 - F/A-18 Super Hornet Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1921958131 -Panavia Tornado GR4 https://steamcommunity.com/sharedfiles/filedetails/?id=1928190945&searchtext= - Credits - - Mission By ANZACSAS Steve. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine.
  5. KP Liberation for Arma 3 Overview: The area has fallen to the enemy and it is up to you to take it back! Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all capitals across the region. Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. Build the FOB of your dreams with an in-game "what you see is what you get" system. Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. Combat aggressive and cunning hostile forces who react and adapt to your actions. Monitor and work alongside, or against, independent guerrilla forces. Learn that every window is a threat thanks to the custom urban combat AI. Accomplish meaningful secondary objectives that will benefit your progression. Never lose your progress with the built-in server-side save system. Introduction: As promised I have continued the Liberation mission originally created by @zbug and in turn started a new thread for this continued version so that the old thread would not lead people to the old GitHub page, as any new links would be lost deep inside many pages. I will update this thread with all new information and the correct links will be shown within this post always. If you encounter any bugs or issues (and there will be some) please report them here at Github and not just here at our Discord or here in this thread. That would a great help to me as it will keep a good overview of any reports. I really hope that @zbug will return in the future but if not, let’s keep this mission running with community support. Join us on Discord: If you like, you can head over to our Discord. Please post any large issues and bugs on GitHub, because that way I've much more of an overview about reported problems. Get the Mission: Download the entire mission collection here from Github. Download prepacked missions here from Github. Download prepacked missions here from the Steam Workshop. Changelog: The License (MIT) Copyright (c) 2015 GreuhZbug, Wyqer Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANT-ABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  6. fn_Quiksilver

    Apex Framework

    ArmA 3 Apex Framework Version - 1.1.8 (19/08/2019) Compatibility - A3 1.94 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Livonia Mission Types: Invade & Annex: Apex Edition. Classic I&A style mode. Sector Control. Domination-style Sector Control mode. Campaign. Insurgency-style campaign mode. Custom. Disable the objectives and use the integrated systems (including advanced Zeus systems) to support your own custom content. Gameplay: Edited Raw Features: Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, house/building suppressive fire, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis/Stratis/Malden taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Dynamic missions. Players can create tasks and objectives for each other. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). NEW! Custom In-Game Role Selection Menu System. Change role or faction without aborting to the lobby. Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive, unit incapacitation, and hunting/stalking logic. Custom Virtual Arsenal. Use either the custom whitelist or blacklist to set up what gear your players have access to. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals, AI revive. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Admin tools. Admin tool menu with a range of options for moderators, admins and developers, including a custom dev terminal. Anti-cheat. A proven anticheat custom-fitted into the mission, caught about 30 cheaters on the development server over 16 months. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Blue Force Tracker. High detail blue force tracker system with dozens of configurations, including custom enemy info on the map display. Earplugs. Squad radar HUD. Visibility & View Distance menu. Magazine repack. Backpack locking. Parajump backpack-to-chest. Explosives charge 'attach to surface'. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Enhanced Slingload rope controls. Adjust rope length during flight and seamlessly attach Taru pods to Taru helicopters with simple controls. Active Protection System for armored vehicles. Based on Israeli "Trophy" and Russian "Afghanit" systems. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... Aircraft Carrier (USS Freedom). Dynamic aircraft carrier can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, and field hospital mechanics. Destroyer (USS Liberty). Dynamic destroyer can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, optional naval artillery, and field hospital mechanics. 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Monetization solutions. Servers cost money, so we have put in solutions to reward players for donating. Custom cosmetics system for patches, uniforms and vehicle skins, and whitelisted lobby roles. Monetization license. You may use this framework on monetized servers. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. Change Log: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/_Change Log.txt Mods supported: Blastcore Edited (standalone) by Opticalsnare JSRS soundmod by LordJarhead Mods integrated: Advanced Rappelling by duda Mag Repack Custom skins (third party designers): A sample of the vehicle & uniform skins that come as a separate content pack for use with the framework, purchased from third-party designers. Notes: Do not use AI mods like VCOM and ASR. There is an AI system built directly into the framework. Youtube development channel: https://www.youtube.com/user/QuiksiIver/videos License: Monetization permitted APL-SA (you have permission to modify and publish the modified version for others to download/use).
  7. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  8. I N S U R G E N C Y TAKISTAN [ REQUIRED ADDON: CUP:Terrains ] [ OPTIONAL ADDONS: TFAR ; CUP_Weapons ; CUP_Units ; CUP_Vehicles ; TalibanFighters ; TacticalBeard ; RHS:USF ] ACE3 Compatibility is still WIP! 'Takistan Insurgency' is a cooperative multiplayer mission/game mode for ArmA 3, influenced by the insurgency mission made in ArmA 2:OA by PogoMan and Fireball. [CO-27] FEATURES: SCREENSHOTS: VIDEOS: TO DO LIST: DOWNLOAD - 26.NOV.2017 SAMPLE SERVER SETTINGS: (OUTDATED!!!!) OFFICIAL SERVER: Hostname: ~TAKISTAN INSURGENCY~ [@CUPTerrains;@TalibanFighters;] IP: 199.188.102.218 Port: 2302 BattlEye: No FilePatching: Yes VerifySignatures: Yes TeamSpeak: ATCAG.TS.NFOServers.com Website: www.ATCAG.com
  9. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  10. After i found GluxDesigns awesome stranger things art in arma i got inspired to make a mission with the same theme. The result is a Horror scenario with the up side down as your main area. Cinematic Cutscenes. Singleplayer and COOP up to 4 friends. More information on steam workshop. Steam https://steamcommunity.com/sharedfiles/filedetails/?id=1901890107 GluxDesigns Art
  11. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  12. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  13. ========================================= Squad name: 1st Force Recon Delta Company Timezone/location : Europe (Timezone CEST) Gamemode preference (eg coop or pvp): COOP, PVE, PVP, FUNOPS Contact email: None Website address: https://discord.gg/U9BdcRN Short description: The 1st Force Recon Delta Company is a semi/serious milsim made up of Arma 3 veterans/newbies. If you are interested in joining check out our Discord for more info, and add one of the Admins/Mods. Language: EN =========================================
  14. Gunter Severloh

    The ISIL Foothold

    by Gunter Severloh Hello Arma3 community! Here is a mission i built that i have been working on and off since November 2018: Story After a recent reconnaissance mission in Afghanistan, intel reports ISIL forces have established a foothold in the Southwestern area of Kunduz using local Afghan compounds as their place of operations. Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation. Screenshots Video This video is a play through for the original mission with all mods. Video doesn't represent the latest build. Download Requirements Hermes Airlift Services Mod v1.91 Kunduz Afghanistan - Fixed Doors Iraqi-Syrian Conflict - (Requires RHS) RHSUSAF RHSAFRF RHSSAF RHSGREF MISSION FEATURES General Mission Requires: Kunduz, RHS, Iraqi-Syrian Conflict, & HAS Mod Playable in Single player or Multiplayer. 4 Player Coop with Revive. 1 player teamswitch. No respawn which means when you die you teamswtich to the next available AI. You can change the AI difficulty in the MP parameters. You can change the weather in the MP parameters. You can change the time of the day in the MP parameters to Dawn, morning, noon, afternoon, dusk, and night. Friendly Assets 2 dune buggies seats 4 - (no respawn). 2 Humvee's with .50cal - (no respawn). 1 Ammo, fuel, & repair truck - (no respawn). 4 Artillery (Mortar M252) Fire missions. 6 calls for a helicopter to: CAS, Drop supplies, Transport, & Pickup. Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear. Recruit AI Halo Map, Time, & Weather Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors). Over 50 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas. Change weather and time of day parameter in MP. Gameplay Soldiers randomly garrisoned in and around the compounds - (Each play through is different!) Roaming infantry patrols will seek you out if you make your presence known. Roaming .50cal Mounted truck. Random starting positions of several of the objectives. If you play solo you have only 4 lives, die with all 4 and mission ends. [h1]How long can you survive?[/h1] Play in SP and save your progress as you go or teamswitch when you die. Option to Halo/Parachute to the AO. Option to recruit AI infantry to command. Full Briefing with Tasks. Briefing, Supports, and Tasks will transfer to the player on teamswitch. 18 objectives with tasks. Use your map to locate objectives based on their description for the task. Your enemy is the ISIL forces, also known as ISIS. Player's faction is Blufor (RHS - USA SOCOM / MARSOC). Start at a large FOB and drive, or fly to the AO. Advice & Tips Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support. Take your time, patience and recon are crucial in surviving in this mission. Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you. Check the rooftops, windows, doorways, and your corners before you make your move. Shooting your weapon will draw their attention, so shoot and scoot! You only have 4 lives if your playing solo, when all 4 are gone its mission over! Use your support Assets, they are limited but can maximize your efforts if used at the right time. Playing Coop means working together, covering the other guy, reviving/giving aid/ammo. Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar. Move to cover from cover, and look for the next position of cover for your next move. Do your recon, assess the terrain, plan your move, look at where there is cover. When in doubt throw a grenade. When the enemy has an idea or is zeroed in on your position, MOVE! Move diagonally, laterally, not straight when being shot at. Arc your doors and openings, doing so will allow you to peer the inside flanks. Close your flanks - after moving into a house with doors, close the door behind you. Dont try to outshoot an enemy that already has a bead on you, move! Use natural, and other light sources to illuminate the enemy surroundings. Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape. When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out. When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover. Watch my video to see how i do it 😉 HOW TO PLAY You can find the mission under Singleplayer Scenarios on the main menu if you install the pbo from google drive, from there you can save with the game menu. You can also find it under MP Lan. Mission is meant for MP lan and server play as its a can be played solo and coop. CREDITS I want to thank the following members of the Arma community for their work/help with my mission: Rydygier - for his insights in using !ALive code, sorting out bugs with mission end. Larrow - for his code on Multiple support requesters. pierremgi - for his help with code for transferring the briefing on teamswitch. Kronzky - for his Urban Patrol Script. Sushi - for his [TOG] GARRISON SCRIPT. Simmax - for his Kunduz FOB Template which i upgraded. Rydygier & myself - for HAS - Hermes Airlift Services Mod. Red Hammer Studios - for their RHS Mod. AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod. James2464 - for his original map Kunduz Afghanistan. Moser - Bon's Infantry Recruitment Redux script. Ghost - Halo script. Armaholic - for hosting the mission. ================= Changelog:
  15. Who we are? The Task Force Hornet is an ArmA 3 MilSim Clan established in 2016. We experience with our motivated members in missions realistic virtual military simulation and distinguish ourselves by the cohesion as a community, our discipline and the application of real military tactics in ArmA. Despite our military hierarchical structure, we always have a human, friendly and sympathetic atmosphere. What do we offer? Training With us you can expect a compact and realistic basic training in which all the necessary basics are taught to survive in a simulated operation. In addition, we offer various modules to train you competently for use with all conceivable weapon systems. Operations Weekly events are the basic building block next to the training courses. Here high-quality and historical missions are served by our mission builders on a silver platter. We do not limit ourselves to a certain country or a unit, despite the USMC, but let ourselves be surprised again and again. From a guerilla fighter in Brazil, to a Russian large-scale offensive, to observing a target for days on end, everything is there. Campaign Our mission builders constantly deepen immersion through large-scale, dynamic campaigns. Every step, every shot and every decision counts as to what the end of the campaign will be, and we want to communicate how serious decisions can be throughout history. Buddy system You're new to Arma? No problem, with our buddy system you will immediately be assigned an experienced player who will help you with advice and knowledge and answer all your questions satisfactorily. Sloting System In our community you can choose your own role for each mission and campaign, there are no binding slots. This gives you the opportunity to experience each role in a different environment of comrades and to quickly integrate yourself into the clan. What do we assume? 1. minimum age of 18 years (exception possible) 2. ArmA 3 with Apex extension 3. reliable and conscientious participation in missions and training modules How can you contact us? Website: https://task-force-hornet.de/ Application: task-force-hornet.de/informationen/ Teamspeak: task-force-hornet.de
  16. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂
  17. This is a persistent campain using the Drongo RDC Module, check the mod page for more information about this mod. Note, this mission is builded to be played for 25 player on a dedicated server. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1867605255 Main features and rules Drongo RDC is designed to make dynamic campain progression, so its depend if the player complete or fail the mission on each session, so here a quick description on how the mission work. Ticket management There is 40 ticket for the whole team of player, 1 death = 1 ticket lost, 0 Ticket = mission fail. To avoid any exploit every immobilised player cannot leave the session, he must die or be revived. Custom HQ The player can get all the vehicle faction at base, recruit AI, HALO Jump and fast travel between the FOB and MHQ. AI Management The mission is playable alone (or for low amount of player), so each player can recruit 10 AI max/group at the HQ or FOB. Each AI cost 1 Ticket, they can be dismissed and get back the ticket, they also benefit from the same insta death protection, so they can be revived or revive any player. F.O.B The player side got 3 F.O.B box where the player can recruit AI, rearm, build fortification and get soft vehicle or static weapon. The FOB system is totaly persistent, the box and all the construction made by the player are saved between server restart or new generated mission. Secondary features and credit Unique Class Features -Any squadleader class is able to call C.A.S, Air transport, Ammodrop. -Engineer is able to build sandbag wall, woodplank and pole, so they build nice homemade bunker everywhere on the map. (they must have a toolkit in bag) Dynamic Ai Patrol (AI Spawn Script Pack) All vehicle and soldier type. (enemy and friendly) Dynamic AI Artillery (RYD_FFE Script) AI can handle any artillery piece against enemy player or AI. (RYD_FFE Script) Logistic (by R3F team) -Every object builded at the F.O.B can be moved or loaded in vehicle. -Advanced sling loading is used by default in the mission. Client features -Dynamic View Distance (by TAW) -Mag Repack (by Outlaw) Note on client and server performance I spend some time on optimisation client and server side, so the mission is highly optimised and offer a good framerate for client/server and lag free, more detail below : -Dynamic sim is used on each vehicle spawned at base. -Configured GF Cleaning script, so the player vehicle are not deleted (no bad surprise) -ZBE AI cache Script is used. -Max view distance is 3500m. -Every secondary object like vegetation, box, wreck, trashbin are hidden in town to offer the best framerate client side. Mod compatibility -Any sound or movement mod is recommended. -The mission should be compatible with ACE and TFAR. -The new AI mod LAMBS.danger should be compatible. !!!do not use this AI mod!!! -VCOM AI and TCL will breack the mission so do not use it. (I didn't try with ASR AI)
  18. Latest Version: v0.924 (July 3rd) Download from GitHub Download from ArmaHolic Previous releases: GitHub Overview Altis has fallen to the CSAT forces, and it's up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with over 150 different capturable settlements across the entire island, Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps, Buy troops and vehicles using three different types of resources, Build the FOB of your dreams with an ingame "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Learn that every window is a threat thanks to the custom urban combat AI, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. How to play / How to start Tutorial video by Phlonk: https://www.youtube.com/watch?v=jC9sk7AzHAY Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia Bug reports It's a beta, things will break :) If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Follow the development > Trello You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;) > GitHub The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features. > Twitter I'll be tweeting about releases and other important infos about the project, but nothing too spammy. Thanks Bohemia Interactive Studios for making such an awesome software, Farooq for FAR Revive, Jus61 and Nic547 for the German translation, Phlonk and Braghee from AUGamers for all the late night testing and their tutorial videos, Bramjam for the wiki and beta-testing effort, Larrow for his arsenal blacklist script, Aeroson for his loadout saving/loading scripts, Quiksilver for his cleanup script, Regiregi22 for the Spanish translation, All the beta testers for their invaluable feedback and bug reports. Liberation Youtube Playlist
  19. Coop 1-30 Combat Air Assault South Asia --------------------------------------------------------------------- Hello everyone, Here is a port of my Combat Air-Assault Mp mission from Arma 2 to South Asia terrain Arma 3. A lot of effort has gone into making a straight forward mission based around realistic combat that emphasizes Cooperative Team play and that also runs Stable and Smooth on Servers. This mission has been Developed for Dedicated Server Use.Designed to be easily edited and read.If clans/groups would like to edit the mission to use mods etc just add the clan tag in name. Here's a Description - - Coop 1 to 30 players. - Overview - CSAT have moved into the region.Its our job to clear them out.Destroy all enemy Anti-aircraft units to allow ground forces with intergrated Air support to Combat Air-Assault into five Objective Areas. - Addons Required - - South Asia v1.3 https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Factions - - U.S Vs CSAT. - Features - - Dynamic loadout scripts for aircraft. - Custom Base /Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn.. - Assets Available - - CH-67 Huron. - AH-99 Blackfoot. - A-164 Wipeout. - F/A-181 Blackwasp II. - Support Trucks. - Growler light vehicle. - Quadbike - Intel - - Estimated Enemy Strength is Strong.Heavy machine gun emplacements,AA Tanks and Infantry patrols. - Objectives - - 5 Objective Area's to Neutralize. - Destroy all Anti-Aircraft vehicles clearing the way for the Air Assault. - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, edited for Arma 3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. - Download from here - https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129
  20. Continued Realistic Enhancements of the already great [GREUH] and [KP] Liberation. Latest Version: v1.01 (July 5th) [WarFighter]Dev Youtube: Watch [WarFighter] Discord: Join Download from GitHub: Download Previous releases: Download Steam Mods: Steam Collection 3cb BAF Mods: Download Overview Another small nation has fallen to enemy forces, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with numerous settlements, cities, factories, ammo dumps, ambushes, static defenses, airfields and more, across the entire island, Use the older [GREUH] logistics where taking sectors increases your supplies automatically, Intelligence is never 100%, some sectors will not show up on the map until captured, Cooperate with other players, with a commander role and recruit-able AI troops to fill the gaps, Build your customized unit with troops and vehicles using available supplies, Build the FOB of your dreams with an in-game "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Watch the Enemy Fire Teams and Squads react to your fire and counter it tactically, Come under fire from sporadic and sometimes not so sporadic deadly mortar fire, static mg's and more, Learn that every window is a threat thanks to the enhanced custom urban combat AI, Experience house to house fighting to clear out built up areas, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. Our Presets and missions are crafted with care and tested to make sure you won't encounter problems. We spend a lot of time researching the presets and custom missions we make to be as authentic as ARMA and the addons we may use allows us. Bug reports - Issue Tracker If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Contributors "SCUD" for continued help trying to retrain my brain how to work with ARMA scripts and the Database Integration test we pulled off in record time that actually worked in [WarFighter] Liberation. "Luker", Col. J.C. and other members of the US Military and friends of ours for brainstorming sessions about logistics past, present, and the theoretical future. Clarkey for the use of one of his great scripts, modified by BI Forum users. FFAA Mod Team for great addons and videos showcasing their amazing work. RHS Mod Team for their flawless addons that help us all enjoy current world content. 3cb BAF Mod Team for their untouchable in excellence addons that inspired us to take up Liberation again. Psychobastard for his great scripts and taking the time to jab my eye out when I missed the obvious. Gemini for the use as a learning tool and integration of his great scripts from OPEX into Liberation. Reyhard for the permission to use and modify existing script from RHS. Wyqer for their continued development of KP_Liberation, great config changes, and the inspiration of working on Liberation once again. The fantastic and smarter than us, the guys at [GREUH] for creating and extending Liberation. Most of all, XTremeZ and the members of his community for testing, advice, hosting, inspiration, and friendship from our years in ARMA and long before. [WarFighter] Development Team: ChiefOwens - Developer "SCUD" - Developer, Database Integration constance68w - Lead Map Designer "Luker" - Military Aircraft, Navy Adviser Col. J.C. - Logistics Adviser Looking For Help - Scripter Looking For Help - Animator/Artist Testing Team: XTremeZ ChiefOwens Frigid Cybersol Recoil Dathnic Nurics Lorkus Niee Pen Tycho Mods Integrated: Advanced Towing by Duda Disclaimer and License: Current Release Information: * We recommend a dedicated server to experience the most out of Liberation.
  21. ASYMMETRIC WARFARE Version: 3.0 Asymmetric warfare is war between belligerents whose relative military power differs significantly, or whose strategy or tactics differ significantly. Asymmetric Warfare is a 37 person COOP MP mission. It can be played as single player as well. Asymmetric Warfare is setup as a "Find 'em, Fix 'em, and Finish 'em" mission. Foreign Terrorist Organizations have invaded the Island of Altis, in the Aegean Sea. Your platoon is operating as part of a larger NATO task force. Task Force Aegis has been formed by NATO to stop the FTO's by conducting various offensive and defensive tasks. FTO's consist of paramilitary infantry units, supported by technical vehicles with HMG/AT weapons systems. Support units consists of local bandits with little military training. Armed with small arms, grenades, and rpg's, they pose a considerable threat to NATO/US forces. FEATURES: 1. ASIPP by Spunfin. 2. Automated UAV over the A.O. 3. Supply room to draw equipment. 4. Marine interdiction mission with spawned destroyer and fast attack boats. 5. Dynamic Weather and Time. 6. This is a WIP project. If all works on the dedicated server, then I will rapidly expand missions. Testing functionality of tasks/scripts. 19 MAR 2019 - Version 2.0 Released 7 APR 2019 - Version 2.1 Released 4 SEP 2019 - Version 3.0
  22. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  23. Hi folks The campaign trailer is here! Campaign is Live! - http://steamcommunity.com/sharedfiles/filedetails/?id=871329059 Playthrough Mission 1 by Jeza - The same mission run as coop by Comrades in Arms using ACE - Mission 2 by jeza- Mission 3 by Cubic Virtuoso - Mission 4 by Jeza- Gold Mountain Original Thread Discussion - I've had a decent break from A3 after producing the Island Thunder campaign and playing a fair bit of coop with Task Force Dingo. And now I'm ready to pick up something I was messing about with end of last year: The Original Ghost Recon campaign from 2001 based on the Russian annex of Georgia but for my campaign will be heading to Chernarus including Winter Chernarus. I already know I can't reproduce all of the missions as the original campaign moves to Russia itself and there are some missions which are just not possible to recreate. But, I have been working on several remakes including recreations of: Caves Farm Night POW Camp Castle Night Sub Pens and one or two others. Making sure my SP fans get what they need and should be some decent coop to be had too. Required Mods: CBA3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - CWA 1.3.0 RHSAFRF RHSUSAF RHSGREF
  24. The Alamo (Wave Defense Co-05) Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1828466304 MISSION Survive each wave of enemies, they get slightly harder and harder each wave. Vehicles and snipers spawn in the later rounds. Make it past wave 30 and you win! If you die, you can't respawn until the end of the wave. If all players die, the wave is lost and begins again. FEATURES Custom music and sounds virtual arsenal (unlocked at wave 3) revive, spectator custom base and arena unlockable support (UAV recon, laser guided missile, mortars, artillery, carpet bombing) custom level system and base unlocks enemy armor upgrades as levels go on weather and time changes every few waves WAVE UNLOCKS Wave 3 - Virtual Arsenal Wave 5 - Perimeter Towers Wave 7 - UAV Recon Wave 8 - Medical Healing Building Wave 10 - Main Tower Wave 11 - Mortars Wave 15 - Laser Guided Missile Wave 17 - APC at base Wave 20 - Artillery Wave 23 - Tank at base Wave 25 - Carpet Bombs CREDITS Big shouts out to Daxx for the arena compositions Thanks Austin(medic) and LSD for their composition packs Thanks shuko for the random position script Thanks kibot for the support scripts from DUWS Thanks wogz187 and pierremgi for help on the bis forums Big thanks to Phil, Bruno and Porte for all their patience during testing Custom music and sounds by JR Nova REQUIREMENTS None 🙂
  25. K12 Extraction point by Foxfort Situation: Local conflict has taken a dramatic turn, you have 10 minutes to reach the point K12 and escape with helicopter there, before both sides manage to close the airspace. xxxxxxxxxxxxxxxxxxxxxxxxxxx Features: - Hunk Theme song from Resident evil 2 remake OST. - 10 minutes timer to escape the island before "game over". - War between NATO and CSAT has started and both are in your way. - Very Intense and very challenging. xxxxxxxxxxxxxxxxxxxxxxxxxxx Credits: This mission was inspired by 4th Survivor mode from Resident Evil 2 game. xxxxxxxxxxxxxxxxxxxxxxxxxxx Download: STEAM ModDB Required mods: FoxFort Camo Pack Required DLCs: APEX Laws of War xxxxxxxxxxxxxxxxxxxxxxxxxxx Note: On Steam there is only COOP - two man escape version. But inlcuded in ModDB mirror, you can find also for SinglePlayer, one man escape. xxxxxxxxxxxxxxxxxxxxxxxxxxx Installation: Copy both folders into root of your ArmA 3 folder: Example: C:\Program Files(86)\Steam\steamapps\common\Arma 3 xxxxxxxxxxxxxxxxxxxxxxxxxxx Changelog: v1.0 - Initial release
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